/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "WeatherMgr.h"
#include "Log.h"

#include "ObjectMgr.h"

WeatherMgr::~WeatherMgr() {
	///- Empty the WeatherMap
	for (WeatherMap::const_iterator itr = m_weathers.begin();
			itr != m_weathers.end(); ++itr)
		delete itr->second;

	m_weathers.clear();
}

/// Find a Weather object by the given zoneid
Weather* WeatherMgr::FindWeather(uint32 id) const {
	WeatherMap::const_iterator itr = m_weathers.find(id);

	if (itr != m_weathers.end())
		return itr->second;
	else
		return 0;
}

/// Remove a Weather object for the given zoneid
void WeatherMgr::RemoveWeather(uint32 id) {
	// not called at the moment. Kept for completeness
	WeatherMap::iterator itr = m_weathers.find(id);

	if (itr != m_weathers.end()) {
		delete itr->second;
		m_weathers.erase(itr);
	}
}

/// Add a Weather object to the list
Weather* WeatherMgr::AddWeather(uint32 zone_id) {
	WeatherData const* weatherChances = GetWeatherChances(zone_id);

	// zone not have weather, ignore
	if (!weatherChances)
		return NULL;

	Weather* w = new Weather(zone_id, weatherChances);
	m_weathers[w->GetZone()] = w;
	w->ReGenerate();
	w->UpdateWeather();
	return w;
}

void WeatherMgr::LoadWeatherData() {
	uint32 oldMSTime = getMSTime();

	uint32 count = 0;

	//                                                0     1                   2                   3                    4                   5                   6                    7                 8                 9                  10                  11                  12                                13
	QueryResult result =
			WorldDatabase.Query(
					"SELECT zone, spring_rain_chance, spring_snow_chance, spring_storm_chance, summer_rain_chance, summer_snow_chance, summer_storm_chance, fall_rain_chance, fall_snow_chance, fall_storm_chance, winter_rain_chance, winter_snow_chance, winter_storm_chance, ScriptName FROM game_weather");

	if (!result) {
		sLog->outErrorDb(
				">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
		sLog->outString();
		return;
	}

	do {
		Field *fields = result->Fetch();

		uint32 zone_id = fields[0].GetUInt32();

		WeatherData& wzc = mWeatherZoneMap[zone_id];

		for (uint8 season = 0; season < WEATHER_SEASONS; ++season) {
			wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE - 1)
					+ 1].GetUInt32();
			wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE - 1)
					+ 2].GetUInt32();
			wzc.data[season].stormChance = fields[season
					* (MAX_WEATHER_TYPE - 1) + 3].GetUInt32();

			if (wzc.data[season].rainChance > 100) {
				wzc.data[season].rainChance = 25;
				sLog->outErrorDb(
						"Weather for zone %u season %u has wrong rain chance > 100%%",
						zone_id, season);
			}

			if (wzc.data[season].snowChance > 100) {
				wzc.data[season].snowChance = 25;
				sLog->outErrorDb(
						"Weather for zone %u season %u has wrong snow chance > 100%%",
						zone_id, season);
			}

			if (wzc.data[season].stormChance > 100) {
				wzc.data[season].stormChance = 25;
				sLog->outErrorDb(
						"Weather for zone %u season %u has wrong storm chance > 100%%",
						zone_id, season);
			}
		}

		wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());

		++count;
	} while (result->NextRow());

	sLog->outString(">> Loaded %u weather definitions in %u ms", count,
			GetMSTimeDiffToNow(oldMSTime));
	sLog->outString();
}

void WeatherMgr::Update(uint32 diff) {
	///- Send an update signal to Weather objects
	WeatherMap::iterator itr, next;
	for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next) {
		next = itr;
		++next;

		///- and remove Weather objects for zones with no player
		//As interval > WorldTick
		if (!itr->second->Update(diff)) {
			delete itr->second;
			m_weathers.erase(itr);
		}
	}
}
